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Cambarus
Thunderfury Blessed Blade of the Windseeker
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Posted - 2011.03.09 05:00:00 -
[31]
Originally by: Infinity Ziona
Supercarriers break one of the oldest rules of EvE - there should be no solopwnmobile.
A supercarrier can be killed but only if you blob it to hell. A single supercarrier requires at least 20 subcapitals to kill it and further requires specific fleet composition or it escapes or kills everything aka solopwnage).
I wouldn't quite call SCs solopwnmobiles, if only because their cost is so absurdly high that it really isn't viable for a solo player to use them. There are some that do, but then there are some that go around in deadspace fit nightmares and kill small gangs on their own, or who fly faction/officer fit 100mw AB tengus and take on medium to large gatecamps in lowsec. SCs also won't be doing a whole lot of tackling on their own, but that's more nitpicking than anything.
Originally by: Infinity Ziona
Supercarriers also break established capital ship rules, where the awesome power of the capital is offset by somewhat crippling penalties when those powers are used.
You mean like carriers suck out of triage yeh? Also titans/SCs are not capitals; they are supercaps. To compare them to regular capital ships is to compare a carrier to a dominix.
Originally by: Infinity Ziona
SC simply need to be put back in their place, so they fit in line with the dps / ehp / special ability gradient that is supposed to be present with each jump up through the ship classes.
Their EHP/DPS is roughly on par with that of a titan is it not? Like I said earlier, we need something that counters supercaps but is largely ineffective at killing anything else. |
About Mesale
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Posted - 2011.03.09 05:12:00 -
[32]
Originally by: Cambarus
I wouldn't quite call SCs solopwnmobiles, if only because their cost is so absurdly high that it really isn't viable for a solo player to use them.
Thanks, I needed that chuckle this morning.
Having both the skill and liquid isk to buy, fit and lose an sc crew checking in. I know I'm just a small fish.
Also, calling an overpowered solopwnmobile costly doesn't take away from the fact that it is an overpowered solopwnmobile.
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Ocih
Amarr The Program Controlled Chaos
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Posted - 2011.03.09 05:50:00 -
[33]
Originally by: Infinity Ziona
Originally by: Ocih Edited by: Ocih on 09/03/2011 04:16:54 Killing Super Carriers can be done. It just isn't because null alliances are gun shy right now. Drop half a dozen titans on the field, Doomsday nuke a supercap it dies. Of course before that happens the server dies and then people are stuck trying to figure out how to get thier titans out of hostile space without getting it nuked.
Thats not a very good argument.
Supercarriers break one of the oldest rules of EvE - there should be no solopwnmobile.
A supercarrier can be killed but only if you blob it to hell. A single supercarrier requires at least 20 subcapitals to kill it and further requires specific fleet composition or it escapes or kills everything aka solopwnage).
Supercarriers also break established capital ship rules, where the awesome power of the capital is offset by somewhat crippling penalties when those powers are used.
SC simply need to be put back in their place, so they fit in line with the dps / ehp / special ability gradient that is supposed to be present with each jump up through the ship classes.
Pre-Dominion it was Titan fleets Doomsday crashing thousands of subcap Killmails. Now it's SC Fleets. I'd rather take my chances with a half dozen super carriers over an I-Win Titan but I do understand what you are saying and I don't argue. Where I differ is that this is SC related. EvE is an I-Win game where all that matters is the killmail. Even if they nerf the SC into oblivion, the next complaint will be about the I-Win blobs of some other FotM. It's the game. It's also why most people are in high sec. Killmail farming is no more eventfull than farming a mission hub. Only one costs ISK, the other makes it. |
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CCP Spitfire
C C P C C P Alliance
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Posted - 2011.03.09 07:10:00 -
[34]
Moved from 'EVE General Discussion'.
Spitfire Community Representative CCP Hf, EVE Online |
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Milz0r
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Posted - 2011.03.09 07:13:00 -
[35]
Make supers require 500% more zydrine and megacyte so my mining isnt a waste of time anymore. Make dreads the ultimate anti-sub-cap ship = winrar.
the end.
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VanNostrum
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Posted - 2011.03.09 07:35:00 -
[36]
*PL cyno detected*
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High Star
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Posted - 2011.03.09 08:14:00 -
[37]
If the real big problem is the SC blob then another way to counter this ( thinking outside the box here) is to make the SC's have a real small jump range say the range of two star systems and make they vunerable to an attack after they have jumped. on the line of the cyno ship after they have deployed one. This way a SC can not attack or defend itself for a length of time giving the opposing side time to take them down. But they would have get there quickly to do this.
A simple solution that would take little time to introduce.
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Ghengis Yamamoto
Galactic Express Intrepid Crossing
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Posted - 2011.03.09 11:27:00 -
[38]
There are a couple of solutions:
1. Superdreadnought....currently no level 3 Dreadnought therefore no real counter, cost/hp etc shoudl be on par with the supercarrier.
2. Allow Subcaps to target specific function of a supercapital like station services, where they can make a difference in a fight.
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James Razor
Amarr The Executives
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Posted - 2011.03.09 12:10:00 -
[39]
The simples solution ATM would be to change the way the Siege Module works on Dreads. If u drop the 10 min timer and make it possible for dreads to enter and leave siege mode at any time (lets say 10sec module timer so that every 10 secs it eats a bit of stront) and also removing the penealities for locking targets while doing this (as atm depending on what u want to target it takes u over 1 min in a dread in siege and i dont talk of frigs).
If Dreadnoughts would be able to *Hit and Run* while still getting the damage buff, the rep buff, etc while sieging and the ewar immunity (i would reduce that to immunity to jammers) they would be usefull again.
Btw.: the exact balancing of this is something that i'll leave to the profis. But this is basicly eliminating the problems with the current dread mechanics which i see in their inflexibility.
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EhonVonnre
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Posted - 2011.03.09 18:20:00 -
[40]
It seems that the addition of FBs to the MOM has made the ship OP. Why not make it a little more difficult to use FBs?
What if FB launched like normal drones, but could not return to the drone bay or be scooped - only abandoned or destroyed?
To re-load a MOM, you would have to have access to refitting (via another supercap/pos/orca/etc.) It would drive the cost of using FBs up significantly and reduce the usability as they would effectively be a one use item. While this doesn't fix dreads, it may make a MOM pilot think twice about deploying FBs instead of fighters.
Just a thought. Bad idea?
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